Longbow LGB-7C

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TigerShark
12/28/13 05:06 AM
68.190.197.104

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OVERVIEW
StarCorps Industries' interim Longbow design which attempted to solve the common problems of poor point defense and a thin housing for the Holly LRM racks. This version, created during the latter stages of the Reunification War, reflected the pilots' feedback and extensive field testing the SLEF underwent in the Periphery campaigns.

After the war's end, the design team reached the conclusion that the original assumption top speed of 52 kph was more than sufficient for the design's purpose as ranged support. The resulting production line in 2610 rectified these problems and became the ubiquitous LGB-7Q.

Quote:
Code:
Longbow LGB-7C

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D
Production Year: 2590
Cost: 8,388,671 C-Bills
Battle Value: 1,468

Chassis: StarCorps 100 LGB Standard
Power Plant: Strand 340 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarSlab/9.5 MkII Standard Armor
Armament:
2 Holly LRM-20s
2 Medium Lasers
1 ChisComp 32 Small Laser
Manufacturer: StarCorps Industries
Primary Factory: Crofton, Loburg, Emris IV (destroyed 3014)
Communications System: O/P 3000 COMSET
Targeting and Tracking System: Octagon Tartrac System C


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 340 27.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 13 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 176 11.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 25
Center Torso (rear) 10
L/R Torso 18 22
L/R Torso (rear) 7
L/R Arm 14 15
L/R Leg 18 22

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-20 RA 6 5 10.00
LRM-20 LA 6 5 10.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
Small Laser HD 1 1 0.50
@LRM-20 (18) RT - 3 3.00
@LRM-20 (18) LT - 3 3.00
Free Critical Slots: 32

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
4 1 1 0 0 4 0 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2




Edited by TigerShark (12/28/13 04:29 PM)
CrayModerator
12/28/13 02:17 PM
97.101.96.171

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Pure, simple, and straightforward. But you're spending 15 tons to get 2 extra tons of ammo and 2 fewer tons of armor than the 70-ton Archer.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
TigerShark
12/28/13 04:28 PM
68.190.197.104

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Apples and rotten apples, really. ;-) The goal of the design is to "bridge" the production gap between the lackluster LGB-0W and the remarkably efficient LGB-7Q. The goal was to put myself in the Longbow design team's shoes and say, "where did we go wrong with the -0W? What was 'right' with the -0C?" The result is still unimpressive, but a "step" toward the -7Q.

The additional ammunition is a carry-over feature from the Primitive models, like the LGB-0C and OWR-2M. IMO, they were probably seen as hearty designs for their longevity on the field. Of course we know that's more of a liability now, but at the time, supply lines were longer with the lack of an HPG network. Units had to make do with what they had in the field or on the DropShip.

Out-of-character, it's an intentional design flaw during an early developmental stage.


Edited by TigerShark (12/28/13 04:38 PM)
Retry
12/28/13 05:17 PM
67.239.109.174

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Lots of ammo isn't a design flaw when you have CASE II Low ammo is more of a design flaw than multiple tons of spare ammo IMO
TigerShark
12/28/13 05:52 PM
68.190.197.104

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Quote:
Lots of ammo isn't a design flaw when you have CASE II Low ammo is more of a design flaw than multiple tons of spare ammo IMO



That's true, but this was in 2590. Long, LONG time before CASE II was available. And I wanted to make it an Introductory Tech design, for availability reasons.
Retry
12/28/13 06:31 PM
67.239.109.174

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In which case, as long as you don't get hit you have succeeded.
TigerShark
12/28/13 06:44 PM
68.190.197.104

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I think that about describes that era, sure. Heh.
Karagin
12/29/13 12:03 PM
24.243.178.124

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The mech and the fluff tie together nicely.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
12/29/13 12:55 PM
71.47.122.85

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Quote:
Apples and rotten apples, really. ;-) The goal of the design is to "bridge" the production gap between the lackluster LGB-0W and the remarkably efficient LGB-7Q. The goal was to put myself in the Longbow design team's shoes and say, "where did we go wrong with the -0W? What was 'right' with the -0C?" The result is still unimpressive, but a "step" toward the -7Q.



Ah, gotcha. And it is an improvement.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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